StreamOfTheSky
Adventurer
First of all...Jews from olden times as hippies? I'm not offended, it's just really funny. Have you read Sermon on the Mount or the Good Samaritan?
I'm kinda amazed. You're running a gestalt high-power game right now and your next will be this, correct? I'm planning the exact same. I love the gestalt, but man I'm gonna have serious burn out when it's over, all the work it takes to challenge the tricked out PCs. My next campaign will be low-level, low magic (possibly accomplished just by being low level), and gritty, with lower powered stats. Also war-focused, though I'm thinking of a Record of Lodoss War setting.
A lot of good advice already, I was especially interested in the UA reserve points and possibly wound/vitality points for the game.
For Tome of Battle, and this is coming from someone who loves the book: you're right, it won't fit. I don't mind the "flavor," but after a few levels the maneuvers do get kind of crazy, and will really stand out if magic is weak. I'm considering banning the adept classes and prestige classes, but allowing the maneuvers. That way, PCs can still take Martial Study (up to 3 times) and Martial Stance to learn some maneuvers. The fact they count as half Initiator Level will severely delay access to higher level maneuvers, too. In terms of the setting, such martial techniques are a nearly lost art, with few remaining with the capacity to evne master any of the disciplines any more. This at least leaves open the possibility of the rare NPC master who actually has adept levels.
Casters don't tend to overtake the other classes until level 6 or so, though even at level 1 cantrips like ghost sound, prestidigitation, and message can simply do things a non-caster otherwise can't (and are thus useful). What level are you planning to go until? The E6 (or E#, if you prefer a different level) variant rules might be useful to look into.
As far as arcane classes to allow, I just hate the duskblade too much to recommend it. I'd rather just take the work to power up the hexblade in that case. Give a second good save, use the shadow companion variant, make the curse class feature stronger, give more spells known and/or per day... whatever. Not sure about Bard, it carries a lot of its own distinct flavor that has nothing to do with arcane mastery. As Ark said though, arcanists at low levels will be the weakest classes in the game anyway.
For books to allow, I'm thinking of letting each player pick two besides what's in the SRD. Whatever's selected will be the books everyone can use. I'd still be able to say no to an entire book if i don't want it (No savage species! ever!), and ban the really broken things in line-item fashion (Wraith strike from Spell Compendium, for example). I'm used to allowing something like 3 dozen books, so this would be a rather big limitation to my group.
As for availability of magic, I'm not sure. Depends on the levels for how far you want to go. I'm considering just doubling the market prices of all magic items (which affects cost, time, and xp), adding a flat +2 or so to all CL requirements for item creation feats and items, and dropping the gp values of the most expensive items you can buy in towns/cities. So basically a +1 weapon is a rare and amazing find. Leaves open the question of items that would require very high level casters, like rings, how would they exist? I suppose they could just not be created any more and would be only the remnants of what a past higher-magic society left behind, buried in ruins and such. It's kinda cliche and a cop-out, but it would fit for the Lodoss backstory.
Hope any of that was a help, I'm mostly interested in this thread for ideas for my own future game.
I'm kinda amazed. You're running a gestalt high-power game right now and your next will be this, correct? I'm planning the exact same. I love the gestalt, but man I'm gonna have serious burn out when it's over, all the work it takes to challenge the tricked out PCs. My next campaign will be low-level, low magic (possibly accomplished just by being low level), and gritty, with lower powered stats. Also war-focused, though I'm thinking of a Record of Lodoss War setting.
A lot of good advice already, I was especially interested in the UA reserve points and possibly wound/vitality points for the game.
For Tome of Battle, and this is coming from someone who loves the book: you're right, it won't fit. I don't mind the "flavor," but after a few levels the maneuvers do get kind of crazy, and will really stand out if magic is weak. I'm considering banning the adept classes and prestige classes, but allowing the maneuvers. That way, PCs can still take Martial Study (up to 3 times) and Martial Stance to learn some maneuvers. The fact they count as half Initiator Level will severely delay access to higher level maneuvers, too. In terms of the setting, such martial techniques are a nearly lost art, with few remaining with the capacity to evne master any of the disciplines any more. This at least leaves open the possibility of the rare NPC master who actually has adept levels.
Casters don't tend to overtake the other classes until level 6 or so, though even at level 1 cantrips like ghost sound, prestidigitation, and message can simply do things a non-caster otherwise can't (and are thus useful). What level are you planning to go until? The E6 (or E#, if you prefer a different level) variant rules might be useful to look into.
As far as arcane classes to allow, I just hate the duskblade too much to recommend it. I'd rather just take the work to power up the hexblade in that case. Give a second good save, use the shadow companion variant, make the curse class feature stronger, give more spells known and/or per day... whatever. Not sure about Bard, it carries a lot of its own distinct flavor that has nothing to do with arcane mastery. As Ark said though, arcanists at low levels will be the weakest classes in the game anyway.
For books to allow, I'm thinking of letting each player pick two besides what's in the SRD. Whatever's selected will be the books everyone can use. I'd still be able to say no to an entire book if i don't want it (No savage species! ever!), and ban the really broken things in line-item fashion (Wraith strike from Spell Compendium, for example). I'm used to allowing something like 3 dozen books, so this would be a rather big limitation to my group.

As for availability of magic, I'm not sure. Depends on the levels for how far you want to go. I'm considering just doubling the market prices of all magic items (which affects cost, time, and xp), adding a flat +2 or so to all CL requirements for item creation feats and items, and dropping the gp values of the most expensive items you can buy in towns/cities. So basically a +1 weapon is a rare and amazing find. Leaves open the question of items that would require very high level casters, like rings, how would they exist? I suppose they could just not be created any more and would be only the remnants of what a past higher-magic society left behind, buried in ruins and such. It's kinda cliche and a cop-out, but it would fit for the Lodoss backstory.
Hope any of that was a help, I'm mostly interested in this thread for ideas for my own future game.